/* Copyright (C) 2018 Parallel Realities This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. */ #include "textures.h" static Texture *addTextureToCache(const char *name, SDL_Texture *texture); Texture *getTexture(const char *name); static Texture textures[NUM_TEXTURE_BUCKETS]; void initTextures(void) { memset(&textures, 0, sizeof(Texture) * NUM_TEXTURE_BUCKETS); } static Texture *addTextureToCache(const char *name, SDL_Texture *texture) { Texture *t, *new; int i; i = hashcode(name) % NUM_TEXTURE_BUCKETS; t = &textures[i]; /* horrible bit to look for the tail */ while (t->next) { t = t->next; } new = malloc(sizeof(Texture)); memset(new, 0, sizeof(Texture)); STRNCPY(new->name, name, MAX_DESCRIPTION_LENGTH); new->texture = texture; t->next = new; return new; } static Texture *loadTexture(const char *filename) { SDL_Texture *texture; SDL_LogMessage(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_INFO, "Loading %s", filename); texture = IMG_LoadTexture(app.renderer, getFileLocation(filename)); return addTextureToCache(filename, texture); } Texture *getTexture(const char *filename) { Texture *t; int i; i = hashcode(filename) % NUM_TEXTURE_BUCKETS; /* check if the texture is already loaded */ for (t = textures[i].next ; t != NULL ; t = t->next) { if (strcmp(t->name, filename) == 0) { return t; } } SDL_LogMessage(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_DEBUG, "%s not in texture cache", filename); return loadTexture(filename); } SDL_Texture *toTexture(SDL_Surface *surface, int destroySurface) { SDL_Texture *texture; texture = SDL_CreateTextureFromSurface(app.renderer, surface); if (destroySurface) { SDL_FreeSurface(surface); } return texture; } void destroyTextures(void) { Texture *t, *next; int i; for (i = 0 ; i < NUM_TEXTURE_BUCKETS ; i++) { t = textures[i].next; while (t) { next = t->next; SDL_DestroyTexture(t->texture); free(t); t = next; } textures[i].next = NULL; } }